player now walks again, still stick to wall if key is kept down, but gravity is no longer accumulated (because the walking velocity is now separated)

Former-commit-id: f9394abe6230a4e60f2f7a42e81f7e85264a60c5
Former-commit-id: 1cd5b78c5800aef082d5eeec13a0a0a50ccea35b
This commit is contained in:
Song Minjae
2016-05-08 01:29:52 +09:00
parent 12876a5ce2
commit 127e6344cf
5 changed files with 94 additions and 65 deletions

View File

@@ -85,8 +85,8 @@ class BasicDebugInfoWindow:UICanvas {
+ (hitbox.pointedY / MapDrawer.TILE_SIZE).toInt().toString()
+ ")")
printLine(g, 3, "veloX reported $ccG${if (player.physSleep) "(sleep)" else player.veloX}")
printLine(g, 4, "veloY reported $ccG${if (player.physSleep) "(sleep)" else player.veloY}")
printLine(g, 3, "veloX reported $ccG${if (player.physSleep) "(sleep)" else player.moveDelta.x}")
printLine(g, 4, "veloY reported $ccG${if (player.physSleep) "(sleep)" else player.moveDelta.y}")
printLineColumn(g, 2, 3, "veloX measured $ccG${xdelta}")
printLineColumn(g, 2, 4, "veloY measured $ccG${ydelta}")